Sort of. (Not the dev) I decompiled the code (looking for recipes when I noticed the list here was incomplete, and) found that the dev set it correctly for collectable item, but that not for the active runner.
I copied the missing lines over (edit: w/ a modding tool), and this seems to have solved that problem...
draw_self() switch ore { case 130: spr = s_ore_icon_iron break case 500: var spr = s_ore_icon_coal break case 711: spr = s_ore_icon_tin break case 748: spr = s_ore_icon_titanium break case 803: spr = s_ore_icon_tungsten break case 980: spr = s_ore_icon_copper break case 1007: spr = s_ore_icon_gold break // meow - begin patch case 255: spr = s_ore_icon_lead break case 277: spr = s_ore_icon_lithium break case 376: spr = s_ore_icon_silicon break case 490: spr = s_ore_icon_silver break case 740: spr = s_ore_icon_nickel break case 750: spr = s_ore_icon_zinc break case 849: spr = s_ore_icon_sulfer break case 1196: spr = s_ore_icon_aluminium break default: instance_destroy() // meow - end } draw_sprite(spr, 0, x, y)
...but afterwards I noticed that saturating my drill with portable furnaces was causing crashes -- and the ..._pocket_furnace_... code didn't decompile nicely for me; So I was unable/unwilling to determine why (when I could just avoid using them instead).